Set collection to board

Hi, I'm working on a set collection mechanics and I'm looking for some inspirations to find a way to apply it to a board.
I mean, a player collects a set of cards, to then use it to place something on a board.
Of course, ripping Ticket to Ride off would be perfect, but no can do. :)
But the set-collection-to-route-connection and the-longer-route-the-more-points would fit so darn well...

Anyways, can you tell what other games use set collection to build something on a board?
Do you have any advices to give me?

But here's a list of games via BGG that utilize set collection in some manner. The URL for the specific search is too long, but if you go to this link, select "Filter on Board Game Mechanic" and check the "+" box for "Set Collection." That's a good place to start.

In other words, what's the board supposed to have on it or what's it supposed to represent? Do you have a theme or any other mechanics already decided on? Why are you looking for a set collection mechanic with a board?

The more information you can give, the easier it is to offer suggestions.

Thank you both for the answer.
The main problem for me here is the theme, I have none in mind, other than routes-related things that I'd prefer to avoid. I would like to find a way to use some set collection mechanics that I have in mind in a way that could step the game up from a simple card game.
More that Catan, it would be something more similar to Tiket to Ride and such: same color sets, and the bigger the set the better.
However, I'm just asking for some suggestions to similar games I may not know of, to widen my knowledge and to see how different designers have developed these basic ideas.
Thank you again!

Thank you both for the answer.
The main problem for me here is the theme, I have none in mind, other than routes-related things that I'd prefer to avoid. I would like to find a way to use some set collection mechanics that I have in mind in a way that could step the game up from a simple card game.
More that Catan, it would be something more similar to Tiket to Ride and such: same color sets, and the bigger the set the better.
However, I'm just asking for some suggestions to similar games I may not know of, to widen my knowledge and to see how different designers have developed these basic ideas.
Thank you again!

I'm not sure if this is what radioactivemouse was getting at or not, but the comment made me think of this:

The players are searching for some hidden, ancient pirate treasure on an island. The sets that you collect are tools, keys, devices that open secret passages. There are also traps that capture other players, or weapons to use against them, so you could use the Dr. René Belloq approach to getting the treasure.

There might be several smaller treasures, but one primary one that is significantly more valuable. Once that special treasure is found, taking it triggers the volcano, so now everyone has to make their escape from the island. Your way might be blocked by lava if you haven't built the set of the asbestos boots, or constructed a fire extinguisher that can cool off a section long enough to cross it. &c.

Then there are additional sets to make a boat or a plane for a getaway. Only those players who actually escape have any chance to win, and they count up their treasures. If someone managed to escape with the big prize, he's likely to win unless someone else has a lot of the smaller treasures. But that was the hardest one to get and keep, with all the other treasure hunters gunning for you.

Instead of just having a bank from which cards are taken, like in Ticket and Alhambra, why not tie in how many cards you can take, or the max value to a pawn's location on the board? You'd need to balance off differences with other aspects of the game though: You can take more cards if you're at a 'bank location' but deploy your assets more easily if you're at a 'factory' location, for example.

Just some thoughts on how you might differentiate your way of doing the same thing.